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 All Skillsets

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Big Boss
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Big Boss


Posts : 152
Join date : 2018-07-24
Age : 36

All Skillsets Empty
PostSubject: Re: All Skillsets   All Skillsets I_icon_minitimeSat Jul 17, 2021 6:42 pm

All Current Skillsets (This will be added to, rotated, flipped, removed, etc as progression develops)


This is a work in progress and thus does not reflect the final values of all skills for future updates. Each skillset will have an explanation at a later time.

Animal Empathy
Appraise

Bluff

Concentration
Craft Trap
Craft Armor
Craft Weapon
Climb
Computer Use
Craft Chemical
Craft Mechanical
Craft Pharmaceutical
Craft VisualArt
Craft Writing


Disable Trap
Disable Device
Discipline
Decipher Script
Disable Device
Disguise
Diplomacy
Drive


Escape Artist

Forgery

Gamble
Gather Information

Heal
Hide

Intimidate
Investigate

Knowledge Arcane Lore
Knowledge Art
Knowledge Behavioral
Knowledge Business
Knowledge Civics
Knowledge Current
Knowledge Earth and life Science
Knowledge History
Knowledge Phys Science
Knowledge Pop Culture
Knowledge Popular
Knowledge Streetwise
Knowledge Theology and Philosophy
Knowledge Tactics
Knowledge Technology
Knowledge Theology


Listen
Lore


Move Silently


Navigate


OpenLock


Parry
Perform
Persuade
PickPocket
Profession

Repair
Research

Search
Set Trap
Spellcraft
Spot
Sense Motive
Sleight Of Hand
Survival

Taunt
Tumble

Use Magic Device
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Big Boss
Admin
Big Boss


Posts : 152
Join date : 2018-07-24
Age : 36

All Skillsets Empty
PostSubject: All Skillsets   All Skillsets I_icon_minitimeSat Jul 17, 2021 6:38 pm

In Depth Explanations of all New Skillsets


Balance (Dex) Armor Penalty - The character can walk on a precarious surface. A successful check lets
the character move at half his or her speed along the surface (use Detect Mode to simulate this). A failure
indicates that the character spends his or her move action keeping his or her balance and does not move. A failure by 5 or more indicates that the character falls. The difficulty varies with width (from DC 10 for > 7” to DC 20 for < 2”); slippery surfaces are +10 DC.  

Climb (Str) Armor Penalty - With each successful Climb check, the character can advance up, down, or across a slope or a wall or other steep incline (or even a ceiling with handholds). A failed Climb check indicates that the character makes no progress, and a check that fails by 5 or more means that the character falls. The DC varies: 5 for a knotted rope; 10 for unknotted rope with a wall; 15 for an unknotted rope or normal cliff; 20 for a smooth cliff; 25 for a ceiling with handholds; +5 DC if slippery. A character without climbing gear takes a –4 penalty on Climb checks.

Computer Use (Int) - Most normal computer operations don’t require a Computer Use check (though a character might have to make a Research check; see the Research skill description). However, searching an unfamiliar network for a particular file (DC 10 for a PC to DC 25 for a massive network), writing computer programs (DC 20 to provide a +2 on another skill), altering existing programs to perform differently (DC 10 to crash one; DC 20 to damage a program), and breaking through computer security (DC from 20 to 40) are all relatively difficult and require skill checks. NWN Use: This and some other skills can be used to identify items as a method of gaining information

Concentration (Con) - This is used whenever your character may potentially be distracted while engaged in an activity which requires your full attention, by taking damage or in harsh weather and so on. If the check succeeds you may continue with the action. If the Concentration check fails the action fails automatically.

Craft (Int) - This skill encompasses several categories, each of them treated as a separate skill: Craft (chemical – can make acids – DC from 15 for 1d6 damage to 30 for 3d6, explosives – DC from 10 for 1d6 to 35 for 10d6, or poisons – DC from 14 for DC 13 Fort poison to 42 for DC 22 Fort poison), Craft (electronic – DC from 15 for a timer to 30 for a computer), Craft (mechanical – DC from 15 for a tripwire to 25 for an engine), Craft (pharmaceutical – disease cure DC from 15 for DC 14 Fort disease to 30 for DC 23+ disease), Craft (structural – DC from 15 for a bookcase to 30 for a house), Craft (visual arts – quality based on result from 9 -amateur to 31 -master), and Craft (writing -quality based on result from 9 amateur to 31 -master). Craft skills are specifically focused on creating objects. To use a Craft skill effectively, a character must have a kit or some other set of basic tools. A character without tools takes a –4 penalty.

Use: The Craft skills Craft Chemical, Craft Electronic, Craft Mechanical, Craft Pharmaceutical, and Craft Structural can be used to create items. To do this, use the D20 Modern Action Feat, and select the craft option. This will create an inventory you'll have access to. Take an item, and you'll make a roll to create the item. First, a Wealth check will be made using the actual DC cost of the item. If you succeed, you've obtained the raw materials. The default Craft DC is the same as the Wealth cost. You'll use up a number of hours equal to the DC of the skill check regardless of success; these hours are not actually TAKEN UP in game, but they are kept track of. You can't use more than 16 hours crafting items a day (but can always try to craft at least one item). In addition, Craft Mechanical and Craft Electronic are used to set some trap types; use the trap kit on a location or untrapped door or placeable to set it. The skill roll will be used for the Disarm DC for the trap. Finally, Craft skills are also useful for a Field Scientist trying to use Scientific Improvisation, where certain items will use an appropriate Craft check to be jury-rigged. A toolkit is needed to avoid a -4 penalty on any Craft skill.

Decipher Script (Int) Trained Only - A character can decipher writing in an ancient language or in code, or interpret the meaning of an incomplete text. The base DC is 20 for the simplest messages, 25 for standard codes, and 30 or higher for intricate or complex codes or exotic messages. Helpful texts can give a +2. If the check succeeds, the character understands the general content of a piece of writing (~ 1 page).

Demolitions (Int) Trained Only - Setting a simple explosive to blow up at a certain spot doesn’t require a check, but connecting and setting a detonator does (DC 10, or higher if desired). Also, placing an explosive for maximum effect against a structure calls for a check (DC 15 for double damage; DC 25 for triple), as does disarming an explosive device (DC 10, or whatever DC the detonator was set with). A character without a demolitions kit takes a –4 penalty on Demolitions checks. Making an explosive requires the Craft (chemical) skill.

Use: Used to set fire, gas, and acid traps, and to disarm fire traps (this Won't really be widely used in the game for simplicity sake)

Diplomacy (Cha) - A character can change others’ attitudes with a successful check with the difficulty depending on the character’s initial attitude towards them. This may be affected by other factors, including the PCs approach and demeanour or the use of bribery, seduction or intimidation (not always for the better). In negotiations, participants roll opposed Diplomacy checks to see who gains the advantage. Opposed checks also resolve cases where two advocates or diplomats plead opposing cases before a third party. Diplomacy could also be used to prompt NPCs to reveal additional information or give better deals in purchases.

Disable Device (Int) Trained Only - To make a check, use the D20 Modern Action Feat on the target (placeable, door, or floor). This skill is used both for opening locks and for disabling traps. A mechanical toolkit is needed to avoid a -4 penalty on opening locks. An electronic toolkit is needed to avoid the penalty when disabling traps. Failing a disable trap attempt by more than 5 points triggers it.

Disguise (Cha) - A character’s Disguise check result determines how good the disguise is. It is opposed by others’ Spot check results. Make one Disguise check even if several people make Spot checks. If the character doesn’t draw any attention to him or herself, however, others don’t get to make Spot checks unless already suspicious. A character without a disguise kit takes a –4 penalty on Disguise checks.

Drive (Dex) - Routine tasks, such as ordinary driving, don’t require a skill check. Make a check only when some unusual circumstance exists (such as inclement weather or an icy surface), or when the character is driving during a dramatic situation (the character is being chased or attacked, for example, or is trying to reach a destination in a limited amount of time). There is no penalty for operating a general-purpose motor vehicle. Other types of motor vehicles (heavy wheeled, powerboat, sailboat, ship, and tracked) require the corresponding Surface Vehicle Operation Feat, or the character takes a –4 penalty on Drive checks.

Use: The D20 Modern base module includes scripts for driving vehicles; these make automatic use of the Drive skill whenever the driver makes a maneuver. See the Driver's Manual section for complete details of this complicated system

Escape Artist (Dex) Armor Penalty - Make a check to escape from restraints or to squeeze through a tight space. For ropes, a character’s Escape Artist check is opposed by the Dexterity check result of the opponent who tied the bonds. Since it’s easier to tie someone up than to escape from being tied up, the opponent gets a +20 bonus on his or her Dexterity check. For a tight space, a check is only called for if the character’s head fits but his or her shoulders don’t.

Forgery (Int) - Forgery requires materials appropriate to the document being forged, and some time. To forge a document the character needs to have seen a similar document before. The complexity of the document provides modifiers to the Forgery check (from 0 for simple letters to -16 for military ID). The Forgery skill is also used to detect someone else’s forgery. The result of the original Forgery check that created the document is opposed by a Forgery check by the person who examines the document to check its authenticity. A character without a forgery kit takes a –4 penalty on Forgery checks.  

Gamble (Wis) - To start a game, a Wealth DC value for the stakes must be chosen; a standard purchase check must be made to afford the game. A stake DC less than the character's Wealth provides no chance of winning any Wealth increase. The character’s Gamble check is opposed by the Gamble checks of all other participants in the game. If the character beats all other participants, he or she wins and may gain an increase to his or her Wealth bonus if the stake DC was greater than his or her Wealth. The amount of the increase depends on the difference between the character’s check result and the next highest result among the other participants (+1 per 10 point check difference to a maximum of +5; minimum of +1).  

Gather Information (Cha) - By succeeding at a skill check (DC ranges from 10 for general news to 25 for protected information) and spending 1d4+1 hours passing out money and buying drinks (purchase DC from 5 for general to 20 for protected), a character can get a feel for the major news items in a neighborhood. The character can increase the amount of money used to gather information, gaining a circumstance bonus by effectively offering a bribe (+1 skill bonus per +2 on purchase DC).  

Handle Animal (Cha) Trained Only - The time required to get an effect and the DC depend on what the character is trying to do. Handle an Animal (DC 10): This means to command an animal to perform a task or trick that it knows. If the animal is wounded or has taken any ability score damage, the DC increases by +5. “Push” an Animal (DC 25): To push an animal means to get it to perform a task or trick that it doesn’t know, but is physically capable of performing. Teach an Animal a Trick (DC 15-20): The character can teach an animal a specific trick, such as “attack” or “stay,” with one week of work and a successful Handle Animal check. An animal with an Intelligence of 1 can learn a maximum of three tricks, while an animal with an Intelligence of 2 can learn a maximum of six
tricks.

Investigate (Int) Trained Only
- A character generally uses Search to discover clues and Investigate to analyze them. If the character has access to a crime lab, the character uses the Investigate skill to collect and prepare samples for the lab. The result of the Investigate check provides bonuses or penalties to the lab workers. The character can make an Investigate check to apply forensics knowledge to a clue (DC 15). This function of the Investigate skill does not give the character clues where none existed before. It simply allows the character to extract extra information from a clue he or she has found. The character can collect and prepare evidentiary material for a lab (DC 15). This use of the Investigate skill requires an evidence kit (a penalty of -4 applies without a kit). This function of the Investigate skill does not provide the character with evidentiary items. It simply allows the character to collect items he or she has found in a manner that best aids in their analysis later, at a crime lab.  

Use: This and some other skills can be used to identify items as a method of gaining information.

Jump (Str) Armor Penalty - The DC and the distance the character can cover vary according to the type of jump the character is attempting. A long jump has a DC equal to the distance jumped in feet. If the character fails the check by less than 5, he or she doesn’t clear the distance, but can make a Reflex save (DC 15) to grab the far edge of the gap. A high jump has a DC of 4 x the height in feet. If a character intentionally jumps from a height (DC 15), he or she takes damage as if the character had dropped 10 fewer feet.

Use: This is implemented using the D20 Modern Action Feat – be careful, because it can have you land in areas that may not have been intended for players to be in a module.

Knowledge (Int) Trained Only - This skill encompasses several categories, each of them treated as a separate skill. The DC for answering a question within the character’s field of study is 10 for easy questions, 15 for basic questions, and 20 to 30 for tough questions. Arcane Lore: The occult, magic and the supernatural, astrology, numerology, and similar topics. Art: Fine arts and graphic arts, including art history and artistic techniques. Behavioral Sciences: Psychology, sociology, and criminology. Business: Business procedures, investment strategies, and corporate structures. Civics: Law, legislation, litigation, and legal rights and obligations. Current Events: Recent happenings in the news, sports, politics, entertainment, and foreign affairs. Earth and Life Sciences: Biology, botany, genetics, geology, medicine, and paleontology. History: Events, personalities, and cultures of the past. Archaeology and antiquities. Physical Sciences: Astronomy, chemistry, mathematics, physics, and engineering. Popular Culture: Popular music and personalities, genre films and books, and others. Streetwise: Street and urban culture, local underworld personalities and events. Tactics: Techniques and strategies for
disposing and maneuvering forces in combat. Technology: Current developments in cutting-edge devices.
Theology and Philosophy: Liberal arts, ethics, philosophical concepts, and religion.

Navigate (Int) - Make a Navigate check when a character is trying to find his or her way to a distant location without directions or other specific guidance. The DC depends on the length of the trip (20 for a few hours; 28 for more than a week). If the character fails by more than 5, the character gets lost halfway (DC 20 check to find the path again). To pick between two paths, a DC 20 check can be used. To determine  location with a view of the night sky, a DC 15 check is needed.

Pilot (Dex) Trained Only - Typical piloting tasks don’t require checks. Checks are required during combat, for special maneuvers, or in other extreme circumstances, or when the pilot wants to attempt something outside the normal parameters of the vehicle. There is no penalty for operating a general-purpose fixed-wing aircraft. Other types of aircraft (heavy aircraft, helicopters, jet fighters, and spacecraft) require the corresponding Aircraft Operation Feat, or else the character takes a –4 penalty on Pilot checks.  

Use: The D20 Modern base module includes scripts for piloting vehicles; these make automatic use of the Pilot skill whenever the pilot makes a maneuver.

Profession (Wis) - This represents a character's ability in their Starting Occupation. A character makes Profession checks to improve his or her Wealth bonus every time he or she attains a new level. The DC for the check is the character’s current Wealth bonus. If the character succeeds at the Profession check, his or her Wealth bonus increases by +1. For every 5 by which the character exceeds the DC, his or her Wealth bonus increases by an additional +1. Can also be used as a bonus to Reputation checks related to a character's profession.

Repair (Int) Trained Only - Most Repair checks are made to fix complex electronic or mechanical devices. The DC can range from 10 for simple items (tools) to 20-25 for complex ones (electronic devices). Making repairs may also involve a monetary cost when spare parts or new components are needed, represented by a Wealth check (ranging from DC 4 for tools to DC 10-13 for electronic devices). If the GM decides this isn’t necessary for the type of repair the character is attempting, then no Wealth check is needed. A character can also choose to attempt jury-rigged, or temporary, repairs. Doing this reduces the purchase DC by 3 and the Repair check DC by 5, and allows the character to make the checks in as little as a round, but the repairs only last till the end of the current encounter. Repair requires an electrical tool kit, a mechanical tool kit, or a multipurpose tool, depending
on the task. If the character do not have the appropriate tools, he or she takes a –4 penalty on the check.  

Research (Int)
- Researching a topic takes time (~1d4 hours), skill, and some luck. The GM determines how obscure a particular topic is (the more obscure, the higher the DC) and what kind of information might be available depending on where the character is conducting his or her research. Information ranges from general to protected. The higher the check result, the better and more complete the information.

Sense Motive (Wis) - A successful check allows the character to avoid being bluffed (see the Bluff skill). Sense Motive does not, however, allow a character to determine whether a given statement is a lie. The character can also use the skill to tell when someone is behaving oddly (DC 200 or to assess someone’s trustworthiness. In addition, a character can use this skill to make an assessment of a social situation. Also, the character can get the feeling that someone is trustworthy and honourable. A character can use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill (DC equal to the bluff check result of the sender). If the character’s check result beats the DC by 5 or more, the character understands the secret message as well. If the character’s check fails by 5 or more, the character misinterprets the message in some fashion.

Sleight of Hand (Dex) Trained Only; Armor Penalty - A check against DC 10 lets a character palm a coin-sized, unattended object or perform minor Feats of sleight of hand. When a character performs this skill under close observation, the character’s skill check is opposed by the observer’s Spot check. When a character tries to take something from another person, the character’s opponent makes a Spot check to detect the attempt.
To obtain the object, the character must get a result of 20 or higher, regardless of the opponent’s check result.
The opponent detects the attempt if his or her check result beats the character’s check result, whether the character takes the object or not. A character can use Sleight of Hand to conceal a small weapon or object on his or her body. A second Sleight of Hand attempt against the same target, or when being watched by the same observer, has a DC 10 higher than the first check if the first check failed or if the attempt was noticed.  

Survival (Wis) - A character can keep his or herself and others safe and fed in the wild. The DC can range from 10 (getting along in the wild), to 15 (+2 on Fortitude saves against severe weather while moving), to 18 (avoiding natural hazards). With the Track Feat, a character can use Survival checks to track a character or animal across
various terrain types.  

Treat Injury (Wis) - This replaces Heal. Many different tasks can be done using a First Aid Kit, Medical Kit, or Surgery Kit.  
Medical Kit or First Aid Kit:  
Long-Term Care (DC 15): With a medical kit, the successful application of this skill allows a patient to recover hit points at an advanced rate at the next rest—3 hit points per character level restored per rest, instead of 2. Revive Dazed, Stunned, or Unconscious Character (DC 15): The character can remove the dazed, stunned, or unconscious condition from a character.  
Stabilize Dying Character (DC 15): With a medical kit, a character can tend to a character who is dying. The stabilized character regains no hit points, but he or she stops losing them. With only a first aid kit, the check is at -4.  
Medical Kit Only:  
Restore Hit Points (DC 15): If a character has lost hit points, the character can restore 1d4 hit points, but only once between rests on a given character.  
Treat Disease (DC 15): If used on a character with a disease, on a successful check, a medical kit provides a bonus on the diseased character’s saving throw equal to his or her ranks in this skill, for five minutes; this is useful for avoiding secondary damage.  
Treat Poison (DC 15): If used on a character that is poisoned, on a successful check, a medical kit provides a bonus on the diseased character’s saving throw equal to his or her ranks in this skill, for one minute; this is useful for avoiding secondary damage.  
Surgery Kit Only:  
Surgery (DC 20): With a surgery kit, a character can conduct field surgery. This application of the Treat Injury skill carries a –4 penalty, which can be negated with the Surgery Feat. Surgery restores 1d6 hit points for every character level of the patient (up to the patient’s full normal total of hit points) with a successful skill check.
Surgery can only be used successfully on a character once per rest period. A character who undergoes surgery is fatigued for 24 hours, minus 2 hours for every point above the DC the surgeon achieves.


Last edited by Big Boss on Mon Jul 19, 2021 3:49 pm; edited 3 times in total
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